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  • Does TDD lead to the good design?

    - by Eugen Martynov
    I'm in transition from "writing unit tests" state to TDD. I saw as Johannes Brodwall creates quite acceptable design from avoiding any of architecture phase before. I'll ask him soon if it was real improvisation or he had some thoughts upfront. I also clearly understand that everyone has experience that prevents to write explicit design bad patterns. But after participating in code retreat I hardly believe that writing test first could save us from mistakes. But I also believe that tests after code will lead to mistakes much faster. So this night question is asking for people who is using TDD for a long time share their experience about results of design without upfront thinking. If they really practice it and get mostly suitable design. Or it's my small understanding about TDD and probably agile.

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  • Which software development methodologies can be seen as foundations

    - by Bas
    I'm writing a small research paper which involves software development methodologiess. I was looking into all the available methodology's and I was wondering, from all methodologies, are there any that have provided the foundations for the others? For an example, looking at the following methodologies: Agile, Prototyping, Cleanroom, Iterative, RAD, RUP, Spiral, Waterfall, XP, Lean, Scrum, V-Model, TDD. Can we say that: Prototyping, Iterative, Spiral and Waterfall are the "foundation" for the others? Or is there no such thing as "foundations" and does each methodology has it's own unique history? I would ofcourse like to describe all the methodology's in my research paper, but I simply don't have the time to do so and that is why I would like to know which methodologies can be seen as representatives.

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  • Single database, multiple system dependency

    - by davenewza
    Consider an environment where we have a single, core database, with many separate systems using this one database. This leads to all of these systems have a common dependency, which ultimately introduces coupling between them. This means that we cannot always evolve systems independently of each other. Structural changes to the database (even if only intended for one, particular system), requires a full sweep test of ALL systems, and may require that other systems be 'patched' and subsequently released. This is especially tricky when you want to have separate teams working on different projects. What is a good 'pattern' to help in avoiding such coupling? I would imagine that a database should be exclusively depended on by one system. If other systems require data for whatever reason, they should request such from an API service of some kind. A drawback of this approach which comes to mind is performance: routing data between high-throughput systems through service calls is much slower than through a database connection.

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  • What You Said: Your Tech Spring Cleaning Routines

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your tech spring cleaning routine; now we’re back to highlight your tips, tricks, and techniques. What tools rule the spring cleaning roost? Compressed air and microfiber cloths are the tools of choice by a wide margin. D^Angelo highlights the software and physicals tools he uses: Backup all the important stuff just to be safe (c:/, my documents, desktop, drivers) Cleaning the dust with some office depot compressed air, avoiding spinning the fans. Use a brush for that small places (fans, memory, capacitors, etc). Use some dielectric spray on the motherboard. If the pc turned on without problems its time to use ccleaner, Check if there is a toolbar installed or another unusual software that I don’t want. Run my antivirus software or malwarebytes; some defraggler maybe. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • I feel stuck in the center of Python, How to get past beginner

    - by Isov5
    I really apologize if this doesn't follow the S.O rules but I need a little help, I personally still classify myself as a beginner in python, Yet I've wrote a very small and VERY SURE impractical program for my boss to use. I know I'm still a beginner because simple things still perplex me but every book I read for beginners honestly just rehashes what I do already know but every 'more advanced' book doesn't really allow me to learn, they depend on example files and I never really understand why they built 'said' function or 'said' class. So onto my question... Is there any recommendations on a book or ANYTHING that pushes me out of this stage, I've used head first and normally they are really good but my issue there is they have me back tracking just to move forward again, It worked in HTML but its confusing in Python, basically I think I need to build a program while following along, Again I like HeadFirst's style but I need something that isn't going to make me have to remember one thing just to forget it... for record, I've checked into some O'Reilly books

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  • Hack Week 5.0

    w00t! Next week is Novell's Hack Week, 5th edition - but I'm starting this Friday night. I'll spend the next week on two goals for Gendarme.Better handling of defects; andMaking it easier to contribute - and yes the first goal already fills a bit of the second one.I'll also spend some time in my VS2010 VM. I need to do this to ensure the unit tests are executing correctly on Windows / MS.NET. There has been a few failures in the past, mostly because of small, legit differences between xMCS and CSC,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • which platform to choose for designing a game

    - by Pramod
    I am new to gaming platform and don't have any experience in gaming as well. I want to develop a small shooting game and don't have any idea from where to start and which platform to use like things. I have some experience in java and .net. Can anyone help me in giving me a start? I don't mind even if this question is voted down or closed. But please do help me. I've tried searching other similar questions but everyone is already into gaming and i can't get any of the words. Please refer me to some books or tutorials

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  • Extended Events Code Generator v1.001 - A Quick Fix

    - by Adam Machanic
    If you're one of the estimated 3-5 people who've downloaded and are using my XE Code Generator , please note that version 1.000 has a small bug: text data (such as query text) larger than 8000 bytes is truncated. I've fixed this issue and am pleased to present version 1.001, attached to this post. Enjoy, and stay tuned for slightly more interesting enhancements! Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • Does Azure only support ASP.NET MVC applications and if so how should I adapt my design?

    - by RPK
    I am writing a small ASP.NET Web Application. My worries are that I want to keep the architecture same giving me the option to install it on an Intranet or on a Cloud Platform. I am not using MVC but lately learned that Azure only supports ASP.NET MVC applications. I want to know whether ASP.NET Web Forms application work on Azure/AppHarbor or not. Do I need to convert this application to MVC if Web Forms is not supported? Will the same application run on Intranet as well?

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How to credit other authors in an open source project

    - by erik
    I have a pet project that I am planning to release as open source at some point in the not-too-distant future. A couple of the files use or are mostly code that was taken from a project released under the New BSD License. While I have changed it to fit my needs and added some small stuff, the algorithm and the functionality is basically exactly the same. I want to make sure that the author of the code gets credit and that the license is not broken, but I also want to make the reader aware that this is not the code as it was orignally released. How should I approach this? Should I isolate the code as much as possible and just retain the original license? Maybe put all the files that contain foreign code in their own folder and add a readme explaining what has been added/removed? There must have been tons of projects using other open source code. What is the standard approach to this?

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  • What software development process should I learn first for a solo project?

    - by Omar Kohl
    I want to develop a project on my own (if it is sucessful more people might start working on it too). Also I want to apply some proper software engineering from the first until the last day. On one hand just to try it out and compare results with previous projects that were just about writing code quick and dirty, and on the other hand to learn! I know the proper answer to this question is "It depends very much on the project...", "There is no single correct answer...". But I just need someplace to start, somewhere where every step is written down and tells me what to do. If I'm not happy next time I'll try something else. So, how/where should I start? I would love to hear some book suggestions cause I'm all about books :-D.

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  • AutoVue Success at Siemens Energy!

    - by prasenjit.niyogi(at)oracle.com
    Siemens Improves Review and Collaboration with Visually Enabled Engineering Platform Siemens Energy Incorporated offers products, solutions, and services for the entire energy conversion chain--from power generation and transmission to distribution. The organization primarily serves energy utilities and industrial companies. Siemens faced challenges in the form of: Long design review cycles and potential field service delays that stemmed from users' inability to digitally access, view, and collaborate on design documents for energy-related projects stored in SAP High costs and IT administration complexity that was caused by multiple design visualization tools Learn how the customized integration of Oracle's AutoVue with SAP, thanks to Oracle partner Lifecycle Technology, significantly streamlined design review processes, improved productivity, and eliminated paper-based collaboration for the field service technicians and engineers. Read the complete snapshot here

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  • anxiety and programming [closed]

    - by user83379
    I went to the doctor for anxiety and was prescribed a small dose of lexapro to help with anxiety and sleeping better. I am cautious about taking it since this is the first time it's got bad enough for me to talk to someone and I'm concerned it may negatively impact my career as a software developer. I'm also afraid that once I start it may be difficult to come off. Does anyone on here have experience with this? Is it likely that taking lexapro would negatively affect my problem solving skills, passion for programming or job performance? Thanks for any suggestions.

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  • Return to the old C days.

    - by RPK
    Long back I used to program on C and than VB exploitation changed the career path. After VB came the .NET that proved to be a HoneyPot of Microsoft for old VB programmers and frustrated programmers of other hard to learn languages. The label on this HoneyPot was: "Getting things done." I now want to contribute to the Linux and other GNU projects. I feel whatever programming language you learn today, but if programming is your bread-and-butter, you must remain in touch with C. Many things have changed now. From the old Turbo-C for DOS to the present ...? Please advise me how to get back on the C track again. Reading again whole thing, chapter-by-chapter is not possible now, but I can learn by writing small utilities type of things, but sure GUI based. And yes, I hope, learning is going to be easy now with so many live forums and active community spots like StackOverflow etc.

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  • How can I open an .xps file in Evince?

    - by Jakob
    On projects.gnome.org I read that evince/Document Viewer supports xps-files. But when I try to open an xps-file I get the error message Unable to open documentFile type Zip archive (application/zip) is not supported Reading "the full list of supported document formats" on live.gnome.org I can't find xps there. Now I ask myself (and you): Isn't Document Viewer able to open xps-files, or is there something wrong with that xps-file I try to open? I specifically want to do this with Ubuntu 11.10 Oneiric. The PPA ppa:medigeek/evince-xps has no solution for 11.10, and the xpstopdf utility mixes up the letters from my xps file totally - the new pdf then isn't usable. I want to see a solution for Evince or Gnome in general, not get a recommendation for a KDE application like here.

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  • LAMP Stack Location

    - by Artem Moskalev
    I have installed the LAMP stack on Ubuntu 12.04 LTS using the tasksel command. I checked - it works. But I cant find the location of the installaton, I worked with WAMP - there you have a separate folder for Apache, for PHP and for mysql. Now I cant even find where to put the documents I create. Which folder is used to contain my web projects? How to start MySQL console and where to look for its installation directory? Which directories are PHP and Apache installed in? how to erase LAMP stack? I found out that some of the parts of the stack are installed in the root/var and root/etc directories: How can I install the whole LAMP stack in /home?

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  • Must-do activities for a team leader, and time managing them

    - by MeLight
    This is a two part question Part one: I'm leading a small team of developers of mixed skills (juniors and seniors). I'm sometimes feeling that I focus too much on my own code, instead of seeing the big the picture, and managing the team. What would you say the most crucial non-coding activities for a team leader, related to his team members? Part two:Given that I know what other (non-coding stuff) I should be doing, what is a good time division between my own code writing and managing the other team members (code reviews, whiteboarding, meetings etc).

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  • How do freelancers know how much their work is worth?

    - by Qmal
    I want to start a bit of freelancing in web development using ASP.NET MVC3 and PHP and I already have some people who are interested in hiring me, but I still can't figure out how much to charge for projects since I have never done it. For example how much would this site cost? Would it cost more if the author built it from scratch instead of using WordPress as the CMS? Or what about a simpler site like this? How much time spent is considered good/normal for building sites like these? And maybe some freelancers with experience can tell me what the usual requests are that they get from clients. What sites are the most in demand? I'm asking because I'm a student and I really can't work every day in a full-time job but I need the money so I guess a little freelancing would help me out.

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  • Which programming language for text editing?

    - by Ali
    I need a programming language for text editing and processing (replace, formatting, regex, string comparison, word processing, text analysis, etc). Which programming language is more powerful and has more functions for this purpose? Since I work PHP for my web projects, I currently use PHP; but the fact is that PHP is a scripting language for web applications, my current project is offline. I am curious if other programming languages such as Perl, Python, C, C++, Java, etc have more functionality for this purpose, and worth of shifting the project?

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  • JS and CSS caching issue: possibly .htaccess related

    - by adamturtle
    I've been using the HTML5 Boilerplate for some web projects for a while now and have noticed the following issue cropping up on some sites. My CSS and JS files, when loaded by the browser, are being renamed to things like: ce.52b8fd529e8142bdb6c4f9e7f55aaec0.modernizr-1,o7,omin,l.js …in the case of modernizr-1.7.min.js The pattern always seems to add ce. or cc. in front of the filename. I'm not sure what's causing this, and it's frustrating since when I make updates to those files, the same old cached file is being loaded. I have to explicitly call modernizr-1.7.min.js?v=2 or something similar to get it to re-cache. I'd like to scrap it altogether but it still happens even when .htaccess is empty. Any ideas? Is anyone else experiencing this issue?

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  • VMWare Fusion Folder Sharing Not Working with Server

    - by Dave Long
    I have a Ubuntu Server running in VMWare Fusion 3.1.2 on my MacBook Pro for Java development and all my projects sit on my Mac in ~/Workspace/ColdFusion. I had ColdFusion/ shared with my VM through the VMWare tools, and it was working perfectly up until friday when the folder sharing just stopped. No updates on either mac or linux besides an iTunes update. I tried uninstalling the VMWare tools and reinstalling them but I get an error at the end of the install. It appears that when I reinstall the tools there are files left over from the old installation. Is there a way to force the unsinstall script to completely uninstall and remove all files for the VMWare-Tools? I know the shared folder used to mount at /mnt/hgfs/ColdFusion.

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  • Am I permitted to use an LGPL library without releasing the source to the rest of my application, if I dynamically reference the library?

    - by user185812
    I am a bit confused as to what I am/am not allowed to do with a LGPL Library that I intend on using in a small scale commercial C++ Application that I am developing. My current understanding, although I don't know if I am correct, is that I am permitted use the library without releasing the source to the rest of my application if I dynamically reference the library. Does anyone know if this is correct? Are there any restrictions as to how I reference the library? Thank You! I am not a native English speaker and don't understand the licence entirely.

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  • What's the best practice for async APIs that return futures on Scala?

    - by Maurício Linhares
    I have started a project to write an async PostgreSQL driver on Scala and to be async, I need to accept callbacks and use futures, but then accepting a callback and a future makes the code cumbersome because you always have to send a callback even if it is useless. Here's a test: "insert a row in the database" in { withHandler { (handler, future) => future.get(5, TimeUnit.SECONDS) handler.sendQuery( this.create ){ query => }.get( 5, TimeUnit.SECONDS ) handler.sendQuery( this.insert ){ query => }.get( 5, TimeUnit.SECONDS ).rowsAffected === 1 } } Sending the empty callback is horrible but I couldn't find a way to make it optional or anything like that, so right now I don't have a lot of ideas on how this external API should look like. It could be something like: handler.sendQuery( this.create ).addListener { query => println(query) } But then again, I'm not sure how people are organizing API's in this regard. Providing examples in other projects would also be great.

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  • Where should I draw the line between unit tests and integration tests? Should they be separate?

    - by Earlz
    I have a small MVC framework I've been working on. It's code base definitely isn't big, but it's not longer just a couple of classes. I finally decided to take the plunge and start writing tests for it(yes, I know I should've been doing that all along, but it's API was super unstable up until now) Anyway, my plan is to make it extremely easy to test, including integration tests. An example integration test would go something along these lines: Fake HTTP request object - MVC framework - HTTP response object - check the response is correct Because this is all doable without any state or special tools(browser automation etc), I could actually do this with ease with regular unit test frameworks(I use NUnit). Now the big question. Where exactly should I draw the line between unit tests and integration tests? Should I only test one class at a time(as much as possible) with unit tests? Also, should integration tests be placed in the same testing project as my unit testing project?

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